Name: Gemma SablePlayer: ShaunnaDescription: Small and childlike, Gemma appears to have wandered into town without any supervision. At first, people wonder if they should look for her parents -- but Gemma's independency and disarming fairy tales are enough to convince everyone that no, she's just fine on her own. Well, she's fine on her own...with a little help from her 'friends'.Max/Current HPs: 13/13Max/Current APs: 7/10Movement Speed: 4Unspent XPs: 0

Advantages- Necromancy, Basic. The character understands how to use basic spells associated with death magic. In its simplest form, this allows the caster to question a nearby corpse and receive an answer.- Necromancy, Wake the Dead. The necromancer has learned to create subservient undead by reanimating corpses. Temporary reanimation of a nearby corpse uses an action and requires the necromancer to spend either 1 or 2 APs. If only 1 AP is spent, the undead remains animated until the end of the scene; if 2 APs are spent, it remains animated until the following dawn. Alternately, the necromancer can spend 3 XP (not AP) to permanently reanimate a corpse. The necromancer can create hordes of undead this way, by animating them one at a time.- Shapeshifting Magic, Basic. The character understands how to use basic spells associated with shapeshifting magic. In its simplest form, this allows the caster to slightly alter her/his own physical appearance, so that she/he can use spellcraft in place of the disguise skill. No disguise kit is necessary, but a change of clothes would be helpful. The “disguise” lasts until the caster uses an action to revert to her/his true form.- Shapeshifting Magic: Metamorph Prerequisite: Basic Shapeshifting Magic The character has learned to make dramatic changes to her/his physical form. - Natural Armor - Natural Weapons - Wings- Shapeshifting Magic: Polymorph The character can now use magic to alter the physical form of another being that is up to 10 yards away.

Disadvantage (if any)- Weak. Your character is physically weak. You suffer a -2 penalty on all strength-related rolls and deal 2 less damage with any melee attack you make. Furthermore, heavy objects penalize your movement by 2 (instead of by 1).

Skills- Folklore (+2)- Persuasion (+2)- Spellcraft (+2)- Stealth (+2)

Languages: Common

Gear- Whip: A whip is a flexible length of leather, possibly plaited and/or attached to a rigid handle. Whip injuries are relatively superficial, but very painful. Whips come in varying lengths and are capable of reach (ranging from Reach 2 to Reach 6). A lash from a whip only deals 1 point of cutting damage, but a whip-wielder gains a +2 bonus on any attempt to trip or disarm on opponent.- Light Armor- Mess Kit- Clothes- Backpack- Purse- Waterskin (full)- Candle- Bedroll- Rope (17 yds.)- Weapon care kit- RationsCoins: 5

Last edited by Glitz on Tue Aug 09, 2016 6:15 pm; edited 10 times in total

Animated. If reduced to less than 0 HPs, Brody will “fall apart” and will “reform” the following round with exactly half of his original HPs (unless his skull is crushed or he has been reduced to fewer than -10 HPs).

Fleshless. Blunt or crushing damage affects Brody normally, but most other forms of damage are halved.

Mindless. Brody is unaffected by charms or other mind-influencing effects.

Unliving. Brody is immune to disease and poison; and is unaffected by anything that requires a “living” target. Brody does not age and does not need to breathe, eat, drink, or sleep. Brody does not heal naturally, but can be healed magically.

Animated. If reduced to less than 0 HPs, Miriam will “fall apart” and will “reform” the following round with exactly half of her original HPs (unless her skull is crushed or she has been reduced to fewer than -10 HPs).

Fleshless. Blunt or crushing damage affects Miriam normally, but most other forms of damage are halved.

Mindless. Miriam is unaffected by charms or other mind-influencing effects.

Unliving. Miriam is immune to disease and poison; and is unaffected by anything that requires a “living” target. Miriam does not age and does not need to breathe, eat, drink, or sleep. Miriam does not heal naturally, but can be healed magically.